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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 管理學院企業管理專班(Global MBA)
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/59744
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DC 欄位值語言
dc.contributor.advisor韓廷允(Jung Yun Han)
dc.contributor.authorPradeep Tripathien
dc.contributor.author齊普帝zh_TW
dc.date.accessioned2021-06-16T09:35:50Z-
dc.date.available2017-02-16
dc.date.copyright2017-02-16
dc.date.issued2017
dc.date.submitted2017-02-13
dc.identifier.citationList of References -
1. https://en.wikipedia.org/wiki/Virtual_reality
2. Pipper Jaffray Investment research company 2015
3. Tractica – market research
4. Source: SuperData Research © Statista 2016
5. http://immersivevreducation.com/engage/
6. http://mckinseyonsociety.com/downloads/reports/Education/Why-US-education-is-ready-for-investment.pdf
7. The Global Economic Impacts Associated with Virtual and Augmented Reality - Prepared by Laurits R. Christensen, Wes Marcik, Greg Rafert, and Carletta Wong
8. https://techcrunch.com/2016/05/12/virtual-reality-from-the-living-room-to-the-classroom/
9. Goldman Sachs Global Investment Research - virtual reality Jan 2016 ,
10. VIRTUAL REALITY FOR MARKETERS 2016 - Alan Smithson
11. http://igniteoutsourcing.com/publications/vr-development-outsourcing/
12. Goldman Sachs - Virtual & Augmented Reality: understanding the race for next computing platform - January 2013
13. The Role of Virtual Reality in the Process Industry –Invensys
14. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.100.4449&rep=rep1&type=pdf
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/59744-
dc.description.abstract虛擬實境科技 教育應用zh_TW
dc.description.abstractThe Role of Information Technology in Education is exploring the potential for technology to redefine the terms of teaching and learning, but still lot need to be changed, education hasn’t changed for years in terms of teaching approaches and techniques applied. If it is to provide quality education to children or providing life-long education for all citizens and to support a flexible workplace, capabilities of Information technologies are shaping the future of education at each level from primary to universities level .VR technology has been widely proposed as a major technological advance that has potential to support for such education. There are several ways in which Virtual reality is expected to assist learning. Most importantly it allows students to visualize abstract concepts, to observe events at atomic or planetary scales, and to visit environments and interact with events that distance, time, or safety factor make unavailable. The types of activities supported by this technology promote current educational thinking that students are better able to master, retain, and generalize new knowledge when they are actively involved in constructing that knowledge in a hand on learning environment. There is evidence that, in suitable application areas, VR can offer an effective medium for enhancing certain skills. This business plan is feasibility analysis for virtual reality based class room platform, which can be used by educational institutions, training institutes to allow their students to collaborate with students from other universities. By using this platform, educator & student can join virtual class room from any location and educator can address several virtual classrooms at a time. This business plan presents development of a virtual class room platform which is based on Virtual Realty applied to training & education activities for web based learning. In addition, we briefly discuss about hardware and software technologies used to develop proposed virtual learning platform.
Education at each level from elementary to professional is undergoing a technological revolution which is creating opportunities for Virtual Reality (VR) based learning. At each level teaching methods are continuously seeking to become more interactive and immersive. It is not hard to envision virtual reality as one of the key education technology trend for upcoming years. Web based learning is one of the area which can be immensely benefitted by use of Virtual Reality based techniques. Web-based learning has become an integral part of modern education system. An increasing number of institutions are incorporating online courses and degrees into their curriculum. As a whole, Web-based learning gives several advantages such as to overcome barriers of distance and time, cost and instructional methods, while it’s down side also include social isolation, very less or no interaction among students in same course. Web-based learning fails to give full class room experience where students can learn from their peers and interactive nature of class room which gives unique immersive experience to students. In this business plan we are presenting a business model which provides solution for these limitations of web based learning. In following the model we are proposing virtual reality based educational platform, by using this platform, educator & student can join virtual class room from any location and educator can address several virtual classrooms at a time. This business plan presents development of a virtual class room platform which is based on Virtual Realty applied to training & education activities for web based learning. In addition, we briefly discuss about hardware and software technologies used to develop proposed virtual learning platform.
en
dc.description.provenanceMade available in DSpace on 2021-06-16T09:35:50Z (GMT). No. of bitstreams: 1
ntu-106-R03749055-1.pdf: 1255654 bytes, checksum: f2ecea6ff705b9926eb14d57d5859237 (MD5)
Previous issue date: 2017
en
dc.description.tableofcontentsTable of Content
1. Introduction 1
1.1 Background 1
1.2 VR In Education Sector 2

2. Definitions 3
2.1 Virtual Reality 3
2.2 Feature of VR 3
2.3 Technical Aspect of Virtual Reality 4
2.4 Architecture of virtual reality 6
2.5 Types of VR Head Mounted Displays (HMD) 8

3. Company Description 9
3.1 Overview 9
3.2 Why Now 9
3.3 Why Virtual World 10
3.4 Stake Holder Analysis 11

4. Company Product and Services 12
4.1 Product Description & Feature 12
4.2 Silent Features of Unite 12
4.3 Technical aspect of Unite 15

5. Market Analysis and Forecast 17
5.1 Virtual Reality for Educational Sector 17
5.2 Market Size and Opportunity 18
5.3 Forecast Growth for VR HW & SW 20
5.4 Market Analysis and strategy 22
5.4.1 Competition analysis 22
5.4.2 Winning Strategy 24

6. Marketing Plan 25
6.1 Pricing 25
6.2 Sales Plan 26

7. Operation/planned Operative Locations 27
7.1 Location & Facilities 27
7.2 Milestone and matrices 28
7.3 Team and Management ‘an overview ’ 28

8. Organizational Budget 29

9. Exit strategy & Risk management 30

10. Financial Plan by year 31
11. Financial Plan 31
12. Sources of funds 34
13. Appendix 37
14. References 50
dc.language.isoen
dc.subject虛擬實境科技zh_TW
dc.subject虛擬實境科技zh_TW
dc.subjectvirtual realityen
dc.subjecteducationen
dc.subjecteducationen
dc.subjectvirtual realityen
dc.title商業計劃書 – VR虛擬實境科技的教育應用zh_TW
dc.titleVirtual Reality based class room platform for educational sectoren
dc.typeThesis
dc.date.schoolyear105-1
dc.description.degree碩士
dc.contributor.oralexamcommittee邱文頊(Winston Chiu),金榮勇(Rong-yung King)
dc.subject.keyword虛擬實境科技,zh_TW
dc.subject.keywordvirtual reality,education,en
dc.relation.page50
dc.identifier.doi10.6342/NTU201700490
dc.rights.note有償授權
dc.date.accepted2017-02-13
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept企業管理碩士專班zh_TW
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